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Item and equipment configuration

From Galactic Empire wiki

This reference compares stock indexed options in classic 3.2e MBMGEMSG.MSG and ge-next MPOGEMSG.MSG. The suffix is an item slot: 01 is men, 11 is jammers, and 12 is mines. The table values are MSG defaults, not current stocks in a running game. ge-arena has its own MPOGAMSG.MSG and is not represented here. For other options see Main configuration reference; for gameplay see Items, Planetary production, Ship inventory, and Scoring and rosters.

Planet storage and production

Validation limits: ITMPLnn 0–2,147,483,647 in both files; ITMMHnn 0–201,288,837 in both files. ITMPLnn is a stock cap for a marginal/marginal planet without a cash bonus; quality and gold reserves can raise the effective cap. ITMMHnn is the base output of 10,000 men over 42 production cycles before quality, tax, work assignments, and other factors are applied. See Planetary production for the actual formulas.

Slot Item ITMPL classic ITMPL ge-next ITMMH classic ITMMH ge-next
01 Men 201228378 201228378 3500 3500
02 Missiles 39633 39633 300 300
03 Torpedoes 59833 59833 500 500
04 Ion cannons 250 250 4 4
05 Flux pods 923 923 200 200
06 Food cases 187312837 187312837 8000 12000
07 Fighters 579332 579332 100 100
08 Decoys 5399 5399 900 900
09 Troops 201228378 201228378 200 200
10 Zippers 5233 5233 100 100
11 Jammers 25928 25928 300 300
12 Mines 25867 25867 500 500
13 Gold 10000 10000 30 30
14 Spies 5 5 20 20

Item weight

Validation limits for ITMWTnn: 0–2,147,483,647 in classic; 1–1,000,000 in ge-next. ITMWTnn sets the weight of 100 units; ship cargo calculations divide by 100. See Economy and cargo.

Slot Item ITMWT classic ITMWT ge-next
01 Men 100 100
02 Missiles 500 500
03 Torpedoes 300 300
04 Ion cannons 25000 25000
05 Flux pods 2000 2000
06 Food cases 200 200
07 Fighters 1500 1500
08 Decoys 300 300
09 Troops 200 200
10 Zippers 500 500
11 Jammers 400 400
12 Mines 500 500
13 Gold 50 50
14 Spies 100 100

Base prices and point values

Validation limits in both files: ITMPRnn 1–32,000; ITMVALnn 0–201,288,837. ITMPRnn is a base item price, not necessarily the price a particular planet charges a customer. ITMVALnn contributes to the planet-inventory score through PLTVDIV; stock values are zero for all items except men. BUY, SELL, and Scoring and rosters explain the contexts. The classic MSG descriptions for ITMPR11 and ITMPR12 are reversed: runtime slot 11 is jammers (price 21) and slot 12 is mines (price 16). ge-next 0.3.3 corrected the descriptions, not these prices.

Slot Item ITMPR classic ITMPR ge-next ITMVAL classic ITMVAL ge-next
01 Men 2 2 10 10
02 Missiles 20 20 0 0
03 Torpedoes 7 7 0 0
04 Ion cannons 33 33 0 0
05 Flux pods 200 200 0 0
06 Food cases 2 2 0 0
07 Fighters 50 50 0 0
08 Decoys 18 18 0 0
09 Troops 1 1 0 0
10 Zippers 99 99 0 0
11 Jammers 21 21 0 0
12 Mines 16 16 0 0
13 Gold 1000 1000 0 0
14 Spies 100 100 0 0

Slots 15–25 are reserved in these indexed families. Their MSG definitions do not make new gameplay items available by themselves.

Shields and phasers

Validation limits for both SHLDPRnn and PHSRPRnn: 0–201,288,837 in both classic and ge-next. SHLDPRnn and PHSRPRnn set the purchase prices for Mark-1 through Mark-19 systems. NEW gives credit for an existing system when replacing it. Classic HELP NEWPRICE contains separately written prices; changing the configuration does not synchronize that help text.

The classic help text incorrectly lists a Mark-19 shield at 250 million, while SHLDPR19 defaults to 200 million. The option accepts at most 201,288,837, so the advertised 250-million shield price cannot be set through the normal configuration. The classic Mark-19 phaser is correctly listed at 200 million and matches PHSRPR19. ge-next retains the 200-million Mark-19 shield, changes the Mark-19 phaser to 180 million to follow the convention of the shield being less than the phaser, and lists both of those prices correctly in its HELP NEWPRICE text.

Mark Shield classic Shield ge-next Phaser classic Phaser ge-next
1 5000 5000 5000 5000
2 10000 10000 10000 10000
3 40000 40000 40000 40000
4 100000 100000 100000 90000
5 250000 220000 220000 200000
6 500000 400000 400000 360000
7 750000 650000 650000 570000
8 1100000 900000 900000 750000
9 1500000 1200000 1200000 1000000
10 2500000 2000000 2000000 1800000
11 4000000 3800000 3800000 3200000
12 6000000 5000000 5000000 4500000
13 8000000 7000000 7000000 6000000
14 10000000 9000000 9000000 8000000
15 30000000 15000000 15000000 14000000
16 50000000 30000000 30000000 28000000
17 80000000 60000000 60000000 55000000
18 120000000 100000000 100000000 90000000
19 200000000 200000000 200000000 180000000

Editing context

MSG numeric bounds are validation limits and may differ between classic and ge-next. A changed price, weight, or cap can have implications for existing inventories and planetary stocks; consult Configuring Galactic Empire before changing a live game. The class-table starting loadouts are in Ship class configuration, not these item arrays.